Dungeon Gen |
Theme: (one or two or all)
Elemental: fire/heat, ice/water, poison/acid, wind/air/aether, shadow/darkness, soul/spirit/ether, chaos, void, earth, light
Racial: dragons, wolves/canines (lyanthropes?), undead, felines, reptiles, halfbreeds/mutants, insects, birds (griffens, etc), demons
weapons: blades, spiked, ranged, whips/flexible, chains (mace&chain etc), blunt
stat? int/wis, str, agi/dex, end/con, cha
Terrain: inside [wild] (underground, caves, etc), inside [civilized] (building, etc), outside [civilized] (rooftops etc), outside [wild] (ruins, forests, etc)
Obstacles: rivers (including lava), pools (acid, lava, water), pits, ravines, trees, pillars, rubble (branches, stones, ruins, etc)
frequency of traps
avg. complexity of traps
frequency of mobs
avg. size/distribution (power-wise) of mobs
intelligence/favourite tactics?
amount (if any) and type of non-combatants
% of resemblance to a labyrinth
if inside: entrances/exits
goal: treasure, rescue hostages, escape, etc
special: flooding? earthquake? cursed? randomly changes layout?
Element:
fire/heat
ice
water
earth
wind/air
light
soul/spirit
shadow/darkness
poison/acid
metal
chaos/nonspecific
based on element:
terrain
- obstacles
- complexity/maze-ness
- entrances/exits
- special
enemies
- race(s)
- frequency, stats, etc
traps
- weapon theme
- frequency, stats, etc (mostly in: door, wall, floor, ceiling)
treasure
NPCs?
ambiance (skellies, noises, etc)
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